Table of Contents

Dungeons

Overview

Dungeons are the culmination of all the various level data in the game. Every area in the game is part of some dungeon. Dungeons contain strata which define the characteristics of the individual levels within the dungeon.

Properties

Dungeon Properties

The name of the dungeon. Warpers and things will find the dungeon go to do based on this name.

DISPLAYNAME

(TRANSLATE)

The name as it appears in game

PARENT_DUNGEON

(STRING)

This dungeons' parent (if you leave this dungeon, you will go to the parent dungeon

PARENT_DUNGEON

(STRING)

If a player creates a town portal in this dungeon, it will go to this town.

PLAYER_LVL_MATCH_MIN

(INTEGER)

The lowest the dungeon will go when trying to match the dungeon level to the player's level

PLAYER_LVL_MATCH_MAX

(INTEGER)

The highest the dungeon will go when trying to match the dungeon level to the player's level

PLAYER_LVL_MATCH_OFFSET

(INTEGER)

An offset which can be used to skew the player level matching one way or another. (If the player is level 10 and the dungeon level range is [8 - 12], an offset of 1 will make the dungeon level 11 instead of 10.

MONSTER_LVL_MULT

(FLOAT)

Multiplier on for the monster level in this dungeon. If the dungeon starts at level 10 and you specify a multiplier of 2.0, the monsters on the first level will be level 20.

VOLATILE

(BOOL)

If true, the dungeon will re-roll and populate if the player leaves and comes back

BOTTOMLESS

(BOOL)

If true, will use the DUNGEON specified in the last stratum as a pool of strata from which to keep picking as the player descends. Making the dungeon bottomless.

Spawn Class properties

When a level is rolled, after all the layouts are assembled and baked, the game goes through and does a population pass based on the spawn class data specified for the strata. The population count can be controlled by unit per meter or by a static count of units. Per-meter will based the population off the total pathable area of the level (which can sometimes be wildly different between loads depending on how the level layouts are made). So, the population count will be a value rolled between MIN and MAX times the total pathable area.

NAME

TYPE

DESCRIPTION

Monster spawn & Secondary Monster spawn

MONSTERSPAWNCLASS

(STRING)

Monster spawn class to use when populating this level.

MONSTERSPAWNCLASSRANDOMIZED

(BOOL)

Sets the monster spawn class to be randomized*.

MONSTERS_PER_METER_MIN

(FLOAT)

Min range for monsters per meter population.

MONSTERS_PER_METER_MAX

(FLOAT)

Max range for monsters per meter population.

MONSTER_MIN

(FLOAT)

Min range for static count population

MONSTER_MAX

(FLOAT)

Max range for static count population

Champion spawn

CHAMPIONSPAWNCLASS

(STRING)

Champion spawn class to use when populating this level.

CHAMPIONSPAWNCLASSRANDOMIZED

(BOOL)

Sets the champion spawn class to be randomized*.

CHAMPIONS_PER_METER_MIN

(FLOAT)

Min range for champion per meter population.

CHAMPIONS_PER_METER_MAX

(FLOAT)

Max range for champion per meter population.

CHAMPIONS_MIN

(FLOAT)

Min range for static count population

CHAMPIONS_MAX

(FLOAT)

Max range for static count population

Props spawn

PROPSPAWNCLASS

(STRING)

Props spawn class to use when populating this level. (used for breakables)

PROPSPAWNCLASSRANDOMIZED

(BOOL)

Sets the props spawn class to be randomized*.

PROPS_PER_METER_MIN

(FLOAT)

Min range for props per meter population.

PROPS_PER_METER_MAX

(FLOAT)

Max range for props per meter population.

PROPS_MIN

(FLOAT)

Min range for static count population

PROPS_MAX

(FLOAT)

Max range for static count population

NPC spawn

NPCSPAWNCLASS

(STRING)

NPC spawn class to use when populating this level. (used for travelling merchants)

NPCSPAWNCLASSRANDOMIZED

(BOOL)

Sets the NPC spawn class to be randomized*.

NPCS_PER_METER_MIN

(FLOAT)

Min range for NPCs per meter population.

NPCS_PER_METER_MAX

(FLOAT)

Max range for NPCs per meter population.

NPCS_MIN

(FLOAT)

Min range for static count population

NPCS_MAX

(FLOAT)

Max range for static count population

Creeps spawn

CREEPSPAWNCLASS

(STRING)

Creep spawn class to use when populating this stratum. (used for ambient rats, frogs, snakes, etc.)

CREEPSPAWNCLASSRANDOMIZED

(BOOL)

Sets the creeps spawn class to be randomized*.

CREEPS_PER_METER_MIN

(FLOAT)

Min range for creeps per meter population.

CREEPS_PER_METER_MAX

(FLOAT)

Max range for creeps per meter population.

CREEPS_MIN

(FLOAT)

Min range for static count population

CREEPS_MAX

(FLOAT)

Max range for static count population

Gold spawn

GOLD_PER_METER_MIN

(FLOAT)

Min range for gold per meter population.

GOLD_PER_METER_MAX

(FLOAT)

Max range for gold per meter population.

GOLD_MIN

(FLOAT)

Min range for static count population

GOLD_MAX

(FLOAT)

Max range for static count population

Fish spawn & Rare Fish spawn

FISHSPAWNCLASS

(STRING)

Spawn class to use for fishing loot on this stratum

FISHSPAWNCLASSRANDOMIZED

(BOOL)

Sets the fish spawn class to be randomized*.

Quest Spawn Classes

QUESTMONSTERSPAWNCLASS

(STRING)

Spawn class to use when generating “Kill X monster” random quests.

QUESTMONSTERSPAWNCLASSRANDOMIZED

(BOOL)

Sets the quest monster spawn class to be randomized*.

QUESTITEMSPAWNCLASS

(STRING)

Spawn class to use when generating “Collect X item” random quests.

QUESTITEMSPAWNCLASS

(BOOL)

Sets the quest item spawn class to be randomized*.

QUESTCHAMPIONSPAWNCLASS

(STRING)

Spawn class to use when generating “Kill X champion” random quests.

QUESTCHAMPIONSPAWNCLASSRANDOMIZED

(BOOL)

Sets the quest champion spawn class to be randomized*.

* If the spawn class is marked to be “RANDOMIZED,” the game will grab the spawn class specified and grab all the spawn classes referenced inside that spawn class, pick one, then use that spawn class to do the population. This is how we do the random dungeons at the end of TL1 (and presumable will use someplace in TL2)